gzdoom-gles/src/textures/texture.cpp
Christoph Oelckers 74ea9143ee - added a 'forceworldpanning' map flag.
Since unfortunately this cannot be set as a general default, let's at least make it as easy as possible to disable that panning+scaling madness without having to edit the texture data.
2018-12-15 16:29:37 +01:00

911 lines
24 KiB
C++

/*
** texture.cpp
** The base texture class
**
**---------------------------------------------------------------------------
** Copyright 2004-2007 Randy Heit
** Copyright 2006-2018 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
**
*/
#include "doomtype.h"
#include "files.h"
#include "w_wad.h"
#include "templates.h"
#include "i_system.h"
#include "r_data/r_translate.h"
#include "bitmap.h"
#include "colormatcher.h"
#include "c_dispatch.h"
#include "v_video.h"
#include "m_fixed.h"
#include "hwrenderer/textures/hw_material.h"
#include "hwrenderer/textures/hw_ihwtexture.h"
#include "swrenderer/textures/r_swtexture.h"
#include "imagehelpers.h"
#include "image.h"
#include "formats/multipatchtexture.h"
#include "g_levellocals.h"
FTexture *CreateBrightmapTexture(FImageSource*);
// Make sprite offset adjustment user-configurable per renderer.
int r_spriteadjustSW, r_spriteadjustHW;
CUSTOM_CVAR(Int, r_spriteadjust, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
r_spriteadjustHW = !!(self & 2);
r_spriteadjustSW = !!(self & 1);
TexMan.SpriteAdjustChanged();
}
//==========================================================================
//
//
//
//==========================================================================
uint8_t ImageHelpers::GrayMap[256];
void FTexture::InitGrayMap()
{
for (int i = 0; i < 256; ++i)
{
ImageHelpers::GrayMap[i] = ColorMatcher.Pick(i, i, i);
}
}
//==========================================================================
//
//
//
//==========================================================================
// Examines the lump contents to decide what type of texture to create,
// and creates the texture.
FTexture * FTexture::CreateTexture(const char *name, int lumpnum, ETextureType usetype)
{
if (lumpnum == -1) return nullptr;
auto image = FImageSource::GetImage(lumpnum, usetype);
if (image != nullptr)
{
FTexture *tex = new FImageTexture(image);
if (tex != nullptr)
{
tex->UseType = usetype;
if (usetype == ETextureType::Flat)
{
int w = tex->GetWidth();
int h = tex->GetHeight();
// Auto-scale flats with dimensions 128x128 and 256x256.
// In hindsight, a bad idea, but RandomLag made it sound better than it really is.
// Now we're stuck with this stupid behaviour.
if (w==128 && h==128)
{
tex->Scale.X = tex->Scale.Y = 2;
tex->bWorldPanning = true;
}
else if (w==256 && h==256)
{
tex->Scale.X = tex->Scale.Y = 4;
tex->bWorldPanning = true;
}
}
tex->Name = name;
tex->Name.ToUpper();
return tex;
}
}
return nullptr;
}
//==========================================================================
//
//
//
//==========================================================================
FTexture::FTexture (const char *name, int lumpnum)
:
Scale(1,1), SourceLump(lumpnum),
UseType(ETextureType::Any), bNoDecals(false), bNoRemap0(false), bWorldPanning(false),
bMasked(true), bAlphaTexture(false), bHasCanvas(false), bWarped(0), bComplex(false), bMultiPatch(false), bKeepAround(false), bFullNameTexture(false),
Rotations(0xFFFF), SkyOffset(0), Width(0), Height(0)
{
bBrightmapChecked = false;
bGlowing = false;
bAutoGlowing = false;
bFullbright = false;
bDisableFullbright = false;
bSkybox = false;
bNoCompress = false;
bNoExpand = false;
bTranslucent = -1;
_LeftOffset[0] = _LeftOffset[1] = _TopOffset[0] = _TopOffset[1] = 0;
id.SetInvalid();
if (name != NULL)
{
Name = name;
Name.ToUpper();
}
else if (lumpnum < 0)
{
Name = FString();
}
else
{
Wads.GetLumpName (Name, lumpnum);
}
}
FTexture::~FTexture ()
{
FTexture *link = Wads.GetLinkedTexture(SourceLump);
if (link == this) Wads.SetLinkedTexture(SourceLump, nullptr);
if (areas != nullptr) delete[] areas;
areas = nullptr;
for (int i = 0; i < 2; i++)
{
if (Material[i] != nullptr) delete Material[i];
Material[i] = nullptr;
}
if (SoftwareTexture != nullptr)
{
delete SoftwareTexture;
SoftwareTexture = nullptr;
}
}
//==========================================================================
//
//
//
//==========================================================================
void FTexture::SetFrontSkyLayer ()
{
bNoRemap0 = true;
}
//===========================================================================
//
// FTexture::GetBgraBitmap
//
// Default returns just an empty bitmap. This needs to be overridden by
// any subclass that actually does return a software pixel buffer.
//
//===========================================================================
FBitmap FTexture::GetBgraBitmap(PalEntry *remap, int *ptrans)
{
FBitmap bmp;
bmp.Create(Width, Height);
return bmp;
}
//==========================================================================
//
//
//
//==========================================================================
FTexture *FTexture::GetRawTexture()
{
if (OffsetLess) return OffsetLess;
// Reject anything that cannot have been a single-patch multipatch texture in vanilla.
auto image = static_cast<FMultiPatchTexture *>(GetImage());
if (bMultiPatch != 1 || UseType != ETextureType::Wall || Scale.X != 1 || Scale.Y != 1 || bWorldPanning || image == nullptr || image->NumParts != 1)
{
OffsetLess = this;
return this;
}
// Set up a new texture that directly references the underlying patch.
// From here we cannot retrieve the original texture made for it, so just create a new one.
FImageSource *source = image->Parts[0].Image;
OffsetLess = new FImageTexture(source, "");
TexMan.AddTexture(OffsetLess);
return OffsetLess;
}
void FTexture::SetScaledSize(int fitwidth, int fitheight)
{
Scale.X = double(Width) / fitwidth;
Scale.Y =double(Height) / fitheight;
// compensate for roundoff errors
if (int(Scale.X * fitwidth) != Width) Scale.X += (1 / 65536.);
if (int(Scale.Y * fitheight) != Height) Scale.Y += (1 / 65536.);
}
//===========================================================================
//
// Gets the average color of a texture for use as a sky cap color
//
//===========================================================================
PalEntry FTexture::averageColor(const uint32_t *data, int size, int maxout)
{
int i;
unsigned int r, g, b;
// First clear them.
r = g = b = 0;
if (size == 0)
{
return PalEntry(255, 255, 255);
}
for (i = 0; i < size; i++)
{
b += BPART(data[i]);
g += GPART(data[i]);
r += RPART(data[i]);
}
r = r / size;
g = g / size;
b = b / size;
int maxv = MAX(MAX(r, g), b);
if (maxv && maxout)
{
r = ::Scale(r, maxout, maxv);
g = ::Scale(g, maxout, maxv);
b = ::Scale(b, maxout, maxv);
}
return PalEntry(255, r, g, b);
}
PalEntry FTexture::GetSkyCapColor(bool bottom)
{
if (!bSWSkyColorDone)
{
bSWSkyColorDone = true;
FBitmap bitmap = GetBgraBitmap(nullptr);
int w = bitmap.GetWidth();
int h = bitmap.GetHeight();
const uint32_t *buffer = (const uint32_t *)bitmap.GetPixels();
if (buffer)
{
CeilingSkyColor = averageColor((uint32_t *)buffer, w * MIN(30, h), 0);
if (h>30)
{
FloorSkyColor = averageColor(((uint32_t *)buffer) + (h - 30)*w, w * 30, 0);
}
else FloorSkyColor = CeilingSkyColor;
}
}
return bottom ? FloorSkyColor : CeilingSkyColor;
}
//====================================================================
//
// CheckRealHeight
//
// Checks the posts in a texture and returns the lowest row (plus one)
// of the texture that is actually used.
//
//====================================================================
int FTexture::CheckRealHeight()
{
auto pixels = Get8BitPixels(false);
for(int h = GetHeight()-1; h>= 0; h--)
{
for(int w = 0; w < GetWidth(); w++)
{
if (pixels[h + w * GetHeight()] != 0)
{
// Scale maxy before returning it
h = int((h * 2) / Scale.Y);
h = (h >> 1) + (h & 1);
return h;
}
}
}
return 0;
}
//==========================================================================
//
// Search auto paths for extra material textures
//
//==========================================================================
void FTexture::AddAutoMaterials()
{
struct AutoTextureSearchPath
{
const char *path;
FTexture *FTexture::*pointer;
};
static AutoTextureSearchPath autosearchpaths[] =
{
{ "brightmaps/", &FTexture::Brightmap }, // For backwards compatibility, only for short names
{ "materials/brightmaps/", &FTexture::Brightmap },
{ "materials/normalmaps/", &FTexture::Normal },
{ "materials/specular/", &FTexture::Specular },
{ "materials/metallic/", &FTexture::Metallic },
{ "materials/roughness/", &FTexture::Roughness },
{ "materials/ao/", &FTexture::AmbientOcclusion }
};
int startindex = bFullNameTexture ? 1 : 0;
FString searchname = Name;
if (bFullNameTexture)
{
auto dot = searchname.LastIndexOf('.');
auto slash = searchname.LastIndexOf('/');
if (dot > slash) searchname.Truncate(dot);
}
for (size_t i = 0; i < countof(autosearchpaths); i++)
{
auto &layer = autosearchpaths[i];
if (this->*(layer.pointer) == nullptr) // only if no explicit assignment had been done.
{
FStringf lookup("%s%s%s", layer.path, bFullNameTexture ? "" : "auto/", searchname.GetChars());
auto lump = Wads.CheckNumForFullName(lookup, false, ns_global, true);
if (lump != -1)
{
auto bmtex = TexMan.FindTexture(Wads.GetLumpFullName(lump), ETextureType::Any, FTextureManager::TEXMAN_TryAny);
if (bmtex != nullptr)
{
bmtex->bMasked = false;
this->*(layer.pointer) = bmtex;
}
}
}
}
}
//===========================================================================
//
// Checks if the texture has a default brightmap and creates it if so
//
//===========================================================================
void FTexture::CreateDefaultBrightmap()
{
if (!bBrightmapChecked)
{
// Check for brightmaps
if (GetImage() && GetImage()->UseGamePalette() && TexMan.HasGlobalBrightmap &&
UseType != ETextureType::Decal && UseType != ETextureType::MiscPatch && UseType != ETextureType::FontChar &&
Brightmap == NULL && bWarped == 0)
{
// May have one - let's check when we use this texture
auto texbuf = Get8BitPixels(false);
const int white = ColorMatcher.Pick(255, 255, 255);
int size = GetWidth() * GetHeight();
for (int i = 0; i<size; i++)
{
if (TexMan.GlobalBrightmap.Remap[texbuf[i]] == white)
{
// Create a brightmap
DPrintf(DMSG_NOTIFY, "brightmap created for texture '%s'\n", Name.GetChars());
Brightmap = CreateBrightmapTexture(static_cast<FImageTexture*>(this)->GetImage());
bBrightmapChecked = true;
TexMan.AddTexture(Brightmap);
return;
}
}
// No bright pixels found
DPrintf(DMSG_SPAMMY, "No bright pixels found in texture '%s'\n", Name.GetChars());
bBrightmapChecked = 1;
}
else
{
// does not have one so set the flag to 'done'
bBrightmapChecked = 1;
}
}
}
//==========================================================================
//
// Calculates glow color for a texture
//
//==========================================================================
void FTexture::GetGlowColor(float *data)
{
if (bGlowing && GlowColor == 0)
{
auto buffer = GetBgraBitmap(nullptr);
GlowColor = averageColor((uint32_t*)buffer.GetPixels(), buffer.GetWidth() * buffer.GetHeight(), 153);
// Black glow equals nothing so switch glowing off
if (GlowColor == 0) bGlowing = false;
}
data[0] = GlowColor.r / 255.0f;
data[1] = GlowColor.g / 255.0f;
data[2] = GlowColor.b / 255.0f;
}
//===========================================================================
//
// Finds gaps in the texture which can be skipped by the renderer
// This was mainly added to speed up one area in E4M6 of 007LTSD
//
//===========================================================================
bool FTexture::FindHoles(const unsigned char * buffer, int w, int h)
{
const unsigned char * li;
int y, x;
int startdraw, lendraw;
int gaps[5][2];
int gapc = 0;
// already done!
if (areacount) return false;
if (UseType == ETextureType::Flat) return false; // flats don't have transparent parts
areacount = -1; //whatever happens next, it shouldn't be done twice!
// large textures are excluded for performance reasons
if (h>512) return false;
startdraw = -1;
lendraw = 0;
for (y = 0; y<h; y++)
{
li = buffer + w * y * 4 + 3;
for (x = 0; x<w; x++, li += 4)
{
if (*li != 0) break;
}
if (x != w)
{
// non - transparent
if (startdraw == -1)
{
startdraw = y;
// merge transparent gaps of less than 16 pixels into the last drawing block
if (gapc && y <= gaps[gapc - 1][0] + gaps[gapc - 1][1] + 16)
{
gapc--;
startdraw = gaps[gapc][0];
lendraw = y - startdraw;
}
if (gapc == 4) return false; // too many splits - this isn't worth it
}
lendraw++;
}
else if (startdraw != -1)
{
if (lendraw == 1) lendraw = 2;
gaps[gapc][0] = startdraw;
gaps[gapc][1] = lendraw;
gapc++;
startdraw = -1;
lendraw = 0;
}
}
if (startdraw != -1)
{
gaps[gapc][0] = startdraw;
gaps[gapc][1] = lendraw;
gapc++;
}
if (startdraw == 0 && lendraw == h) return false; // nothing saved so don't create a split list
if (gapc > 0)
{
FloatRect * rcs = new FloatRect[gapc];
for (x = 0; x < gapc; x++)
{
// gaps are stored as texture (u/v) coordinates
rcs[x].width = rcs[x].left = -1.0f;
rcs[x].top = (float)gaps[x][0] / (float)h;
rcs[x].height = (float)gaps[x][1] / (float)h;
}
areas = rcs;
}
else areas = nullptr;
areacount = gapc;
return true;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void FTexture::CheckTrans(unsigned char * buffer, int size, int trans)
{
if (bTranslucent == -1)
{
bTranslucent = trans;
if (trans == -1)
{
uint32_t * dwbuf = (uint32_t*)buffer;
for (int i = 0; i<size; i++)
{
uint32_t alpha = dwbuf[i] >> 24;
if (alpha != 0xff && alpha != 0)
{
bTranslucent = 1;
return;
}
}
bTranslucent = 0;
}
}
}
//===========================================================================
//
// smooth the edges of transparent fields in the texture
//
//===========================================================================
#ifdef WORDS_BIGENDIAN
#define MSB 0
#define SOME_MASK 0xffffff00
#else
#define MSB 3
#define SOME_MASK 0x00ffffff
#endif
#define CHKPIX(ofs) (l1[(ofs)*4+MSB]==255 ? (( ((uint32_t*)l1)[0] = ((uint32_t*)l1)[ofs]&SOME_MASK), trans=true ) : false)
bool FTexture::SmoothEdges(unsigned char * buffer, int w, int h)
{
int x, y;
bool trans = buffer[MSB] == 0; // If I set this to false here the code won't detect textures
// that only contain transparent pixels.
bool semitrans = false;
unsigned char * l1;
if (h <= 1 || w <= 1) return false; // makes (a) no sense and (b) doesn't work with this code!
l1 = buffer;
if (l1[MSB] == 0 && !CHKPIX(1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans = true;
l1 += 4;
for (x = 1; x<w - 1; x++, l1 += 4)
{
if (l1[MSB] == 0 && !CHKPIX(-1) && !CHKPIX(1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans = true;
}
if (l1[MSB] == 0 && !CHKPIX(-1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans = true;
l1 += 4;
for (y = 1; y<h - 1; y++)
{
if (l1[MSB] == 0 && !CHKPIX(-w) && !CHKPIX(1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans = true;
l1 += 4;
for (x = 1; x<w - 1; x++, l1 += 4)
{
if (l1[MSB] == 0 && !CHKPIX(-w) && !CHKPIX(-1) && !CHKPIX(1) && !CHKPIX(-w - 1) && !CHKPIX(-w + 1) && !CHKPIX(w - 1) && !CHKPIX(w + 1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans = true;
}
if (l1[MSB] == 0 && !CHKPIX(-w) && !CHKPIX(-1)) CHKPIX(w);
else if (l1[MSB]<255) semitrans = true;
l1 += 4;
}
if (l1[MSB] == 0 && !CHKPIX(-w)) CHKPIX(1);
else if (l1[MSB]<255) semitrans = true;
l1 += 4;
for (x = 1; x<w - 1; x++, l1 += 4)
{
if (l1[MSB] == 0 && !CHKPIX(-w) && !CHKPIX(-1)) CHKPIX(1);
else if (l1[MSB]<255) semitrans = true;
}
if (l1[MSB] == 0 && !CHKPIX(-w)) CHKPIX(-1);
else if (l1[MSB]<255) semitrans = true;
return trans || semitrans;
}
//===========================================================================
//
// Post-process the texture data after the buffer has been created
//
//===========================================================================
bool FTexture::ProcessData(unsigned char * buffer, int w, int h, bool ispatch)
{
if (bMasked)
{
bMasked = SmoothEdges(buffer, w, h);
if (bMasked && !ispatch) FindHoles(buffer, w, h);
}
return true;
}
//===========================================================================
//
// Initializes the buffer for the texture data
//
//===========================================================================
FTextureBuffer FTexture::CreateTexBuffer(int translation, int flags)
{
FTextureBuffer result;
unsigned char * buffer = nullptr;
int W, H;
int isTransparent = -1;
bool checkonly = !!(flags & CTF_CheckOnly);
if (flags & CTF_CheckHires)
{
// No image means that this cannot be checked,
if (GetImage() && LoadHiresTexture(result, checkonly)) return result;
}
int exx = !!(flags & CTF_Expand);
W = GetWidth() + 2 * exx;
H = GetHeight() + 2 * exx;
if (!checkonly)
{
buffer = new unsigned char[W*(H + 1) * 4];
memset(buffer, 0, W * (H + 1) * 4);
auto remap = translation <= 0 ? nullptr : FUniquePalette::GetPalette(translation);
FBitmap bmp(buffer, W * 4, W, H);
int trans;
auto Pixels = GetBgraBitmap(remap, &trans);
bmp.Blit(exx, exx, Pixels);
if (remap == nullptr)
{
CheckTrans(buffer, W*H, trans);
isTransparent = bTranslucent;
}
else
{
isTransparent = 0;
// A translated image is not conclusive for setting the texture's transparency info.
}
}
if (GetImage())
{
FContentIdBuilder builder;
builder.id = 0;
builder.imageID = GetImage()->GetId();
builder.translation = MAX(0, translation);
builder.expand = exx;
result.mContentId = builder.id;
}
else result.mContentId = 0; // for non-image backed textures this has no meaning so leave it at 0.
result.mBuffer = buffer;
result.mWidth = W;
result.mHeight = H;
// Only do postprocessing for image-backed textures. (i.e. not for the burn texture which can also pass through here.)
if (GetImage() && flags & CTF_ProcessData)
{
CreateUpsampledTextureBuffer(result, !!isTransparent, checkonly);
if (!checkonly) ProcessData(result.mBuffer, result.mWidth, result.mHeight, false);
}
return result;
}
//===========================================================================
//
// Dummy texture for the 0-entry.
//
//===========================================================================
bool FTexture::GetTranslucency()
{
if (bTranslucent == -1)
{
if (!bHasCanvas)
{
// This will calculate all we need, so just discard the result.
CreateTexBuffer(0);
}
else
{
bTranslucent = 0;
}
}
return !!bTranslucent;
}
//===========================================================================
//
// Sprite adjust has changed.
// This needs to alter the material's sprite rect.
//
//===========================================================================
void FTexture::SetSpriteAdjust()
{
for (auto mat : Material)
{
if (mat != nullptr) mat->SetSpriteRect();
}
}
//===========================================================================
//
// the default just returns an empty texture.
//
//===========================================================================
TArray<uint8_t> FTexture::Get8BitPixels(bool alphatex)
{
TArray<uint8_t> Pixels(Width * Height, true);
memset(Pixels.Data(), 0, Width * Height);
return Pixels;
}
//==========================================================================
//
//
//
//==========================================================================
FWrapperTexture::FWrapperTexture(int w, int h, int bits)
{
Width = w;
Height = h;
Format = bits;
UseType = ETextureType::SWCanvas;
bNoCompress = true;
auto hwtex = screen->CreateHardwareTexture();
// todo: Initialize here.
SystemTextures.AddHardwareTexture(0, false, hwtex);
}
//===========================================================================
//
// Coordinate helper.
// The only reason this is even needed is that many years ago someone
// was convinced that having per-texel panning on walls was a good idea.
// If it wasn't for this relatively useless feature the entire positioning
// code for wall textures could be a lot simpler.
//
//===========================================================================
//===========================================================================
//
//
//
//===========================================================================
float FTexCoordInfo::RowOffset(float rowoffset) const
{
float scale = fabs(mScale.Y);
if (scale == 1.f || mWorldPanning) return rowoffset;
else return rowoffset / scale;
}
//===========================================================================
//
//
//
//===========================================================================
float FTexCoordInfo::TextureOffset(float textureoffset) const
{
float scale = fabs(mScale.X);
if (scale == 1.f || mWorldPanning) return textureoffset;
else return textureoffset / scale;
}
//===========================================================================
//
// Returns the size for which texture offset coordinates are used.
//
//===========================================================================
float FTexCoordInfo::TextureAdjustWidth() const
{
if (mWorldPanning)
{
float tscale = fabs(mTempScale.X);
if (tscale == 1.f) return (float)mRenderWidth;
else return mWidth / fabs(tscale);
}
else return (float)mWidth;
}
//===========================================================================
//
// Retrieve texture coordinate info for per-wall scaling
//
//===========================================================================
void FTexCoordInfo::GetFromTexture(FTexture *tex, float x, float y)
{
if (x == 1.f)
{
mRenderWidth = tex->GetScaledWidth();
mScale.X = (float)tex->Scale.X;
mTempScale.X = 1.f;
}
else
{
float scale_x = x * (float)tex->Scale.X;
mRenderWidth = xs_CeilToInt(tex->GetWidth() / scale_x);
mScale.X = scale_x;
mTempScale.X = x;
}
if (y == 1.f)
{
mRenderHeight = tex->GetScaledHeight();
mScale.Y = (float)tex->Scale.Y;
mTempScale.Y = 1.f;
}
else
{
float scale_y = y * (float)tex->Scale.Y;
mRenderHeight = xs_CeilToInt(tex->GetHeight() / scale_y);
mScale.Y = scale_y;
mTempScale.Y = y;
}
if (tex->bHasCanvas)
{
mScale.Y = -mScale.Y;
mRenderHeight = -mRenderHeight;
}
mWorldPanning = tex->bWorldPanning || (level.flags3 & LEVEL3_FORCEWORLDPANNING);
mWidth = tex->GetWidth();
}